
Engaging Video Game UX-UI Design (PC, Console, Mobile)
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About this service
Summary
FAQs
Can I take only one of the three deliverables?
Yes, you can hire me for any single deliverable or part of the process. The three deliverables are designed to show the full, turnkey process from start to finish. However, I am fully open to beginning at any phase of your project, whether it's a new concept or an existing design. If I need to make modifications to a design you provide, or if using your existing work adds significant time to the process, there may be an additional fee. This will be discussed and agreed upon beforehand. You can also hire me as a consultant to simply evaluate your existing design and provide recommendations.
Can I request multiple variations of the same design?
Yes, I can provide multiple variations of a single design. The price will be adjusted based on the scope and number of variations requested. We can work with an hourly rate or a flat fee per version. This is possible for variations in color, fonts, or even for different configurations and logic, such as for A/B testing or other research. The cost for variations with minor changes (like colors, fonts, or small texts) will be significantly less than for a completely new design. We can discuss a custom price based on your specific needs and the number of versions.
Can you create UX-UI design for any game or narrative genre?
Yes, I can design UX/UI for nearly any game or narrative genre. I am skilled in a variety of design styles, from cluttered and complex HUDs to minimalistic interfaces, and can adapt to different perspectives such as first-person, third-person, top-down/isometric, and side-scrolling. While I have more extensive experience with RPG, adventure, shooter, horror, and retro platformer games, I can handle any genre with a little preparation. The only exception is realistic flight simulator interfaces, as my experience is limited to fictional, sci-fi spacecrafts for this genre.
Do you have a list of the past and current titles you have worked on?
Here is a list of the public titles I have worked on in my 28-year career: 1. Director’s Cut (PC) (2023-2024) 2. LoopHole (PC) (2023) 3. Shadow's Light: Tale of the Champions (PC) (2022) 4. Heroes of the Dark Prophecy (PC) (2021-2022) 5. The Protagonist: EX-1 (PC) (2017-2021) 6. Raving Rabbids - Them Park Game (experience/arcade) (2015) 7. Wild Fury: Nature's Revenge (iOS / Android) (2014-2015) 8. Dungeon Boss (PC) (2014-2015) 9. Redshift The Ascension (PC) (2013-2014) 10. MechWarrior Tactics (Web-based) (2013) 11. MechWarrior Online (PC) (2012-2013) 12. Sins of a Dark Age (PC) (2012) 13. Boom Boom Cavemen (iOS / Android) (2011) 14. Zombie Piñata (iOS) (2009) 15. Far Cry Instinct Evolution (Xbox) (2005-2006) 16. Prince of Persia: The Two Thrones (PS2) (2005) 17. Splinter Cell: Chaos Theory (PC & Xbox) (2004-2005) 18. Far Cry (PC) (2004) 19. Project Planet Phoenix (PPP) (PC) (2003) 20. Tom Clancy's Splinter Cell: Pandora Tomorrow (PS2) (2003) 21. Tom Clancy's Splinter Cell (PS2) (2002) 22. Monster Jam: Maximum Destruction (PS2) (2002) 23. Rainbow Six: Raven Shield (2002-2003) 24. Rainbow Six: Rogue Spear - Black Thorn (2001) 25. Tom Clancy's Ghost Recon (PC) (2001-2002) 26. Batman: Vengeance (GameCube) (2001) 27. The Legend of Alon D'Ar (PS2) (2000-2001) 28. Grandia II (Dreamcast) (2000) 29. Pro Rally 2001 (PC) (2000) 30. Donald Duck: Goin' Quackers (N64 & PS2) (2000) 31. Star Wars (Gameboy) (2000) This excludes non-game projects as well as any undisclosed or confidential projects.
Do you have a list of the tools you can use?
GRAPHIC & WEB DESIGN TOOLS - Adobe Photoshop - Adobe Illustrator - Adobe InDesign - Adobe Acrobat Pro - Adobe Firefly - Adobe Express - Figma (all tools) - Mira - Canva - Framer - HTML + CSS GAME DEVELOPMENT - Epic Games Unreal Engine - Epic Games Metahuman - Perforce Helix & P4V MICROSOFT & 365 - MS Office Word - MS Office Excel - MS Office PowerPoint - MS Visual Studio Code GOOGLE WORKSPACE - Google Docs - Google Sheets - Google Slides - Google Forms - Google Gemini - Google Imagen / Banana PRODUCTION TOOLS - CapCut Pro - Adobe Premiere Pro - Adobe Media Encoder - Adobe Audition MANAGEMENT TOOLS - Atlassian Jira & Confluence - Atlassian Trello - Asana - Notion AI TOOLS - Chat GPT & Custom GPT - GPT tools (Sora, DALL-E) - Midjourney AI - RunWay AI - Udio AI - Suno AI - xAI Grok - Leonardo AI - Meshy - More AI solutions ... I HAVE LIMITED KNOWLEDGE IN - ClickUp - Blender - DaVinci Resolve - 3D AI Studio - Adobe XD - Rive - Anthropic Claude - Cocos2d-x & Lua - Unreal Engine Blueprint scripting - Airtable - Google Analytics - Godot Engine - Recraft - And more...
How much time does it takes to create the full UX-UI design of a game?
The timeline for a full UX-UI design varies greatly. It depends on several factors, including: - Project scope and complexity: Is it a full, turnkey design or just one phase? - Clarity of information: How well-defined is your project? - Communication: How quickly will your team provide feedback and answers? - Design variations: Do you need multiple versions or just one? - Level of detail: Is it a simple mockup or a fully integrated design? External factors, such as late payments, can also affect the delivery time. Generally, a project can take anywhere from a few days to several months. Once I evaluate your project, I can provide a more accurate delivery date and we can discuss milestones. If you have specific time constraints, please let me know, and I will be upfront about what is possible within that timeframe. My goal is always to deliver the highest quality work as efficiently as possible.
Do you integrate with a production team, or do you work only as an external freelancer?
Yes, I can do both. I can work as an external freelancer or integrate with your team like a temporary employee, depending on what's most efficient for your project. I will not (or rarely) relocate outside of Canada for on-site work. If you are located outside of Canada, I can still integrate with your team remotely using your tools and workflows. For clients in Canada, I'm open to hybrid or on-site arrangements, with any required relocation fees and travel expenses to be discussed beforehand.
Do you own your own software licenses and workstation computers?
Yes, I own all the necessary software licenses and hardware. I have licenses for essential software like Figma, Adobe Creative Cloud, Framer, and various AI solutions. For my remote work setup, I use professional workstations with both Windows and Linux, and I have a fast internet connection. I also use specialized drawing tablets for all graphic design work. For communication, I use a 4K webcam and professional audio equipment for all meetings and work sessions.
What's included
Mockups, Conceptualization, and Wireframes (Initial Phase)
This is the first (1st) of three (3) deliverables, focusing on the initial steps of the UX/UI design process for your video game. This phase includes: - One (1) high-level document outlining the UX/UI requirements and game features that need interfaces. This is done early to validate all key aspects before we begin the actual design. - One (1) set of high-level, low-fidelity mockups to confirm all the necessary elements are included. This is to validate everything before the final version. - One (1) final, high-fidelity mockup design, including wireframes for various interfaces and functions, such as menus, HUD, and other elements. (PDFs, and/or image showing all preview, and a Figma project) - Final documentation explaining the mockups and the user experience flow (the type of document(s) and their quantity will vary base on the project's needs & complexity). Please note This deliverable is a high-level conceptual and structural design, not a final polished visual design. It defines the navigation, logic, and elements needed for the complete UX/UI of your project. This is the first deliverable of a three-phase process. The next deliverable covers more advanced elements and graphic design for the interfaces and HUD, representing the second step in the full design process. Pricing will be discussed and approved before we start and depends on the scope, complexity, and amount of work involved.
UI / Graphic Design Creation & Export (Second Phase)
This is the second of three deliverables, focusing on the graphic and visual design of your video game's user interface. This phase includes: - The creation of all visual elements for your game's features and interfaces. We'll start with an initial test of the art direction to validate the style, tone, and colors before moving on to the full design of all elements. - A final documentation (1) that details the art direction, branding, color schemes, and fonts. This also explains what each image is and how to use it, including information on format, file type, dimensions, and resolution. - All source files and one export format for all visual elements, ready for integration into your game's UX/UI. This is a full handoff package. Please note This deliverable requires the foundational conceptual and structural design from the initial phase (the first deliverable). It will provide all the final images, colors, and other visuals needed for the UI of your project. I may accept an existing initial phase (mockups, wireframes, and documentation), skipping the first deliverable, only if the existing design meets my requirements and is completed. I reserve the right to refuse mockups from another designer or may ask for compensation if modifications are needed. This is the second of a three-phase process. The next and final deliverable will be a testable prototype, representing the last step in the full design process. Pricing will be discussed and approved before we start and depends on the project's scope, complexity, and amount of work.
Working Prototype in Figma (Third and Final Phase)
Working Prototype in Figma (Third and Final Phase) This is the third and final deliverable, providing a working prototype of the UX/UI for testing and as a reference for your developers and integrators. This phase includes: - A working Figma prototype (or another tool, to be discussed) that shows all interactions, options, and logic. This can be viewed online, or exported to one compatible format (to be discussed). - Updates to the documentation from previous phases, if needed. This will include links to the prototype, new preview files, and any modifications based on playtesting. - Please note that modifications at this stage are not recommended and will be handled as a separate deliverable with its own fees (to be discussed based on an hourly or flat rate). Types of Prototypes I offer three types of prototypes, which can be created at different points in the design process: 1) Simple, High-Level Prototype: This is a basic, no-animation prototype typically created with wireframes and mockups to test core logic and interactivity before visual elements are designed. 2) Animated Prototype: A more detailed prototype with motion design and full interactivity. It is useful during the second phase (UI/Graphic Design) to test the look and feel while also evaluating functionality. 3) Full Engine-Integrated Prototype: This type of prototype is integrated into a game engine, with full back-and-forth between design and production. This is ideal if you want a prototype that looks more like a vertical slice or demo and want to test the design using real production tools. Please note This deliverable requires the foundational conceptual and structural design from the initial phase (first deliverable) for a simple prototype, and the final visuals from the second deliverable for more advanced prototypes. I may accept a project that skips one or both of the first two deliverables only if the existing design and visuals meet my requirements and are complete. I reserve the right to ask for compensation if modifications are needed. Pricing will be discussed and approved before we start and depends on the project's scope, complexity, and amount of work.
Skills and tools
Interaction Designer
UI Designer
UX Designer

Adobe Illustrator

Adobe Photoshop

Figma

Unreal Engine
Industries